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>> No.3456697 [View]
File: 1.03 MB, 644x488, Desktop 08.27.2016 - 15.56.25.13.webm [View same] [iqdb] [saucenao] [google]
3456697

>>3456661
The original Quake's 'animation' is done per-model and frame-by-frame, with no blending between animations or separate torso/leg animations. Most animations are about six frames each, sometimes more or less depending on model and what they're doing- i.e. for Ranger that's six frames for an entire walk cycle, with a version for axe and gun each.

Modern sourceports just tween the frames, yeah, which makes idle animations look jittery as fuck. They couldn't do a different method of animation because, to put it simply, no one else had done it before! Quake was the first to have fully 3d models and objects, remember, and they decided to go with the .mdl format with baked in animations, a system still used decades later in Valve's games and other games based on the Source engine.

It's especially noticeable in some engines like Darkplaces that interpolate ALL animations- boot up DP, turn on interpolation and fire the standard nailgun, you'll see the muzzle flash visibly hovering back and forth between the barrels because originally it only showed up on one side, then skipped to the other side, and vice versa, but the tweening makes it visible between them and looks like SHIT.

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